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sunnbursts

16
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A member registered Apr 26, 2025 · View creator page →

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a classic twist on "balance" and very fun! i felt like the spongebob meme trying to look at both minigames at once, but the visual cues + how each minigame required your attention was a nice balance (heh). cool music + sfx, definitely felt the stress when the music started speeding up. very curious to see what other mini-games in this theme would look like!

really interesting idea for balance, combining a mental health approach to balance with deck-building (chip-building?) elements. i enjoyed the visual and UI designs. when playing the game, i wasn't 100% sure how to add more positivity after the first shop/dilemma selection (maybe i needed to reverse the negative morals?). for a first game this was a strong start ^^ hope to see more if you decide to work on it!

super fun and addicting. really appreciated the various visual cues (e.g. the square becoming thinner and thinner as time ran out). the depth of progression is wild! i did struggle seeing the upgrade tree at first because it kind of blended into the space background but i figured it out eventually ^^" i also liked the "hold space to continue" + quick tutorials for new mechanics. the level of polish is crazy!! great work!!!

nice execution of the balance theme! i enjoyed rapid clicking to build my industry (and ended up with the left half solely being buildings, haha). the grid and placement indicators helped me plan what structures to put where. one nitpick i have is that for me, the initial builder text was a bit clipped into the textbox when playing the game not fullscreened. overall, a solid start!

the art was so cute!!! the moving background +sprite changes (if hurt, successful casts, unsuccessful casts, enemy sleeping, etc.) helped give the game movement and life! censored spider made me wheeze (but also thank u for the censor). the gameplay loop was fun and i felt the amount of time was perfect for me to feel tense and engaged but not rushed. appreciated that the die were different colors/lil guys so it made doing the math easier at a quick glance. banger rougelite elements and aesthetic execution, 10/10 no notes!! (did i mention how frigging CUTE the art was)

super cute and super fun! i liked the variety of levels and difficulty, esp. with the various weight modifiers. the graphics and music gave a very cozy atmosphere and worked well together. i enjoyed the visual indicators when one side was heavier than the other (tipping as though on a scale + the red weight indicator at the bottom). on the harder levels i did wish for a refresh level button after making a few too many silly guesses. overall a really polished game!!

wow!! the art, voice acting, music, ui are stunning. i liked the little moment of "ohh" when i understood what was being judged. i liked the parallax effect but it did make me a little motion sick when moving the different traits around. i also had a little trouble with clicking and dragging the different traits (i was expecting that if the text box touched one side of the scale, it would click in, which didn't always happen). great work!! with some more scenarios i can definitely see this game being an absolute banger

clean UI and i enjoyed this twist on word games + different letter lengths. i was missing some background music while playing but i don't know if that would have distracted me from thinking of what word to play next lol. the timer gave me enough time to think, but i definitely got blocked by spending my coins too quickly. in all, i had fun playing this and i can totally imagine the 3b1b "solved opener" video for this haha

the choice of music, sfx, and fonts to convey your story and mood was perfect, chefs kiss. as a known hater of platforming games i liked how there were some guardrails in how the platforms were set up so i wasn't scared of falling to the bottom with every jump lol. for the longer sequences, i had some struggles with accidentally triggering some pixels i didn't mean to while getting to others. i powered through my skill issues and got to the ending which was sweet. loved this take on the theme and i think you executed the vision really well! 

the aesthetic execution was great between the graphics (neon blocks), music (gave me 8-bit arcade vibes), and sfx (satisfying click when the blocks landed). it took me a while to understand the best way to place blocks to get a high score, and i was definitely confused a few times when i thought the block would land lower, but instead clicked in at a higher level (might have been due to how much my tower was swaying while i moved it). i liked having the continue option, and clearing a combo was satisfying. i could definitely see this game being addicting to play!

super cute! i enjoyed the storyline and the details in the art and physics with the luggage. having different styles of terrain generated made it easy to try something new! i liked the audio cue that the car was doing its best to chug up a hill, but i did feel the whirring was a little jarring compared to the chill vibes of the background music. overall fun game and i enjoyed your twist on the theme!

an interesting concept! it reminded me of solving chemistry problems. i liked how the size of the elements corresponded to the multiplier in the equation and the audio cues for correct/incorrect. i'm not sure if this was an error on my end but i had to scroll down or zoom out in my window to click the "Next" button in order to get to the next level. i think it fits the theme of the jam and was a fun and short game!

i enjoyed the responsiveness of the controls and camera movement, as well as the designs of the levels and mobs. i don't think i fully understood how to balance the bar at the bottom but that didn't hinder my enjoyment of shooting down the enemy bots lol. music and sfx fit the vibe and didn't feel repetitive to me. overall a fun game and easy to replay!

love the idea! the physics and low poly models made me laugh, and the sfx matched the silliness. one thing i think could help convey the theme of balance is after the player makes their decision, to have the platforms move as if the two sides were weighted on a scale (i.e. the heavier side flops downwards, the lighter side flops upwards). overall nice execution, definitely learned more about animal weights than i expected lol

i enjoyed the atmosphere from the music, text scrolling sfx, and background lore at the beginning. i wasn't sure if there was an ending day i had to reach, and i was a little disappointed that nothing seemed to happen after i `exit` (e.g. a final message or the terminal visually shutting down in some way). loved the style you chose for this game and would love to see more from the game (if you decide to continue working on it)!

love the art, it's so cute and dimensional! it took me a while to figure out which arrow key was the "right" one to balance, and i wish the game was a little more forgiving because i felt like i was running through a series of QTE which contrasted the chill vibes of the ambient noise. eventually it all clicked and i got to the YAY screen! very on theme and overall a cute first game from y'all ^^ hope to see more in the future